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[Champion Concept] O'api, The Divinity of the Oasis

Kled Bot··18 votes·2,502 views
[Champion Concept] O'api, the Divinity o...

Hey everyone, this'll be my first Champion Concept I've posted on the Discussion Boards. I've been working diligently to bring it to completion and hope you will all enjoy reading about her! I may still do some hotfixes to her Kit, but please tell me what you think of my champion!

If you like the concept, please upvote this post and share it with your friends! I'd love to hear their thoughts and comments about O'api. I'll start off with a bit of an index to lead you through the information for quick reading! Thank you~

Now It's up on Reddit! [Two of them in fact!]

  1. Champion Splashart: O'api, the Divinity of the Oasis.
  2. Link to O'api's Background Story
  3. O'api's Skills and Statistics
  4. Overview of Skills
  5. Gameplay and Teamfight
  6. Quotes Here's O'api's Official Splashart! Done by myself.

O'api - Divinity of the Oasis

Hailing from the ancient civilization of Icathia, O'api had been forcefully stirred from stasis of Transcendence by a prophet unsealing the void. Returned to Valoran in a new era where her beloved city had been lost to the sands of shurima, O'api presses on forward to fulfill her duties as the Divinity of the Oasis and seal the Void from Valoran once and for all.

Her Tale begins here.

Shuriman Support/Jungle

Auto Attacks: Casted by Pendant in hand. Standard: Throws waves of sand. Critical Strike: Throws waves of water.

Passive - Well of Life

300 Radius (~Equinox size)

Cooldown: 180 Seconds

Upon health dropping below 30%, O'api's forehead gem will glimmer and Cleansing Oasis' icon will have a green coloration. This indicates that Well of Life is available for use, however if O'api's health is over 30% the passive will not be available for activation.

When Cleansing Oasis is activated, the spell will create a massive pool below the usual Cleansing Oasis that lasts for 6 seconds before vanishing. Once an ally enters the Oasis, the waters will begin to glow and grants them a buff that heals for 96 (+13*Level) over the 2 seconds while present in the Oasis. When the Oasis expires, the buff is immediately lost allies no longer receive healing.

Despite the Oasis being capable of lasting up to 6 seconds, once the buff expires allies will not be healed any longer than the 2 seconds of being in the waters. The Oasis' glow is to indicate when allies are within range of the spell or not. Cleansing Oasis does not need to be active for Well of Life to be, you can toggle E again to turn off Cleansing Oasis to save mana if you only need/want to grant Well of Life's healing buff. O'api does not receive the healing buff until an ally steps into the waters.

Q - Searing Squall

Cooldown: 12/11/10/9/8 seconds

Range: Casts on Self / 100 Radius (~Karma Shield Size)

Costs: 55/60/65/70/75 Mana

Missile Speed: 1600 as wide as Righteous Gust

Melee Damage: 40/75/110/145/180 (+30%AP)

Ranged Damage: 80/122.5/165/207.5/250 (+40%AP)

Bonus Armor/MR: 5/10/15/20/25

O'api calls up the scorching winds of the deserts around her feet, increasing her movement speed by 30% and damaging enemies that directly contact her for 40 magic damage (+35xrank-1)(30%AP) each 0.5 seconds and gains 5/10/15/20/25 Armor and Magic Resist as long as Searing Squall surrounds her feet. After 2 seconds upon activation or reactivating Searing Squall, O'api releases the winds in the direction the cursor is pointed dealing 80 magic damage (+42.5xrank-1)(40%AP) to all units Searing Squall passes through. When O'api releases Searing Squall she loses the Speed, Armor, and Magic Resist buffs.

W - Illusionary Guardians

Cooldown: 10 seconds

Range: 600

Costs: 60/65/70/75/80 Mana

Shield Value: 80/125/170/215/260 (+60%AP)

O'api defends a target allied champion with a shielding illusion that absorbs up to 80 damage (+45xrank-1)(+60%AP) for 3 seconds. When Illusionary Guardians expires while under 40% of the shield originally casted, the remaining shield is instead transformed into health. If Illusionary Guardians is stacked with another shield, the ally champion can only receive the heal if the total shield is less than 40% of the shield originally casted by Illusionary Guardians.

E - Cleansing Oasis

Cooldown when toggled off: 16 seconds

Range: On Self 250 Radius (slightly smaller than Equinox)

Costs per 0.5 second: 5% Current Mana or 30/40/40/50/50 mana if 3% Current dips under the flat mana costs.

Passive: Every 10 seconds, whenever any of O'api's skills interact with an allied champion she will restore (3%/6%/9%/12%/15%) of her missing mana.

Active: O'api calls up a spiritual well to surround herself, cleansing any allied champions inside of Cleansing Oasis' waters for 0.5 seconds of all debuffs and grants them 20% bonus movements speed (+5% per 100AP) for 1.0/1.25/1.5/1.75/2.0 seconds. Enemy champions that enter the oasis are marked for 10 seconds and slowed by 30%/35%/40%/45%/50%, decaying over 2 seconds. Marked enemy champions cannot be affected by Cleansing Oasis until the mark expires.

Silences and Supressions will not toggle off Cleansing Oasis. Allies inflicted by Tides of the Desert are instantly cleansed upon entering Cleansing Oasis' radius.

When Well of Life

R - Tides of the Desert

Cooldown: 120/100/80 seconds

Cast Range: 800

Ult Radius: 500

Lasts for 5 seconds

Costs: 100 mana

Area of Effect: 500

O'api orchestrates an illusion of a shuriman sandstorm in a large area that lasts for 5 seconds. Allied units in the Tides of Desert are granted 15/25/35 magic resist and 15/25/35 armor, while enemy units are inflicted with a 30/40/50% slow (+2% per 100AP) that lingers for 1/1.25/1.5 seconds outside the sandstorm. When Tides of the Desert expires, allied units are rooted for 1.25/1.0/0.75 seconds and enemy champions are stunned for 1.5/1.75/2.0 seconds.

Allied units that were rooted by Tides of Desert, have the magic resist and armor buff persist for 2 seconds if they cleansed by Cleansing Oasis.

[The volume of the winds indicate when Tides of Desert is about to complete, as the storm will slowly come to a halt and quiet down right before stunning/snaring those in the radius.]

Statistics

Range: 575 Attack Damage: 51-112 Ability Power: 0 Attack Speed: 0.644 (+0% - 38.3%) Armor: 22.2 - 86.8 Magic Resist: 30 Movement Speed: 335 Health: 547-1814 Mana: 397 - 1314 Health Regeneration: 6.2 - 14.8 Mana Regeneration: 11.0 - 23.1

Well of Life

As a spell that is only available when O'api's health is 30% or below, the passive gives Cleansing Oasis a secondary effect once activated while Well of Life is active. The heal is not instant, but can enact as a small boost to all allies during fights or when they need to recover. Since the spell is overlaid with Cleansing Oasis it is mobile and allows O'api to heal and cleanse her allies, however Cleansing Oasis does not need to be continuously active for Well of Life to be used. Well of Life will persist for 6 seconds before expiring, giving breathing room for allies to heal and allows O'api to not have to burn mana for her passive. It should be noted however, putting Cleansing Oasis on full cooldown could be dangerous.

Searing Squall

Enacting O'api to be able to move swiftly and poke at a range, Searing Squall can provide movement speed to position for setting up fights or escaping. While O'api can utilize the full damage in melee range, she benefits greatly from using Searing Squall to set up her other skills.

Illusionary Guardians

Functioning as a overall strong shield that can be casted on other teammates, Illusionary Guardians has an underlying healing element. With good understanding of how the skill works and how much the shield grants you, it's possible to maximize the healing benefits by controlling how much damage is taken with the shield on. However, if one is too greedy it's possible to miss the opportunity of recieving the health.

Cleansing Oasis

Capable of remove all forms of debuffs from champions, O'api grants the chance to escape from long lasting crowd control. This is especially good in escaping and teamfights, but also acts as a damage deterrent at times. Stacking debuffs, marks, and slows can be removed with Cleansing Oasis. However the Cleansing Oasis takes time, and certain forms of crowd control easily works around her spell. It should be noted that while she can keep Cleansing Oasis on, it will drain her of her mana rather quickly and goes on a fairly long cooldown. One should be mindful of when O'api's cleansing Oasis is down before engaging.

Tides of the Desert

Creating a massive area of effect slow for enemies, Tides of the Desert enacts as an arena where allies gain a high buff for being present in the spell area. As time progresses though, allies must be aware of the visuals of the storm, as sitting in the spell will cause them to be rooted down. Enemies may be stunned for a longer duration, sometimes it's not so bad to be rooted if O'api is present to use her Cleansing Oasis and grant an elongated defensive buff.

Gameplay

O'api is a caster support hailing for Icathia of Shurima who provides an excellent team fighting kit, alongside strength with patience. O'api is the first champion to offer a full cleanse to her team from all debuffs with patience, as she comes to her allies aides when caught in a tight situation. Capable of countering long debuffs and hard crowd control, she can maintain a safe situation for her fellow teammates to escape or engage on whim.

Laning

In lane, O'api provides fairly decent poke and is capable of positioning well for fights and skirmishes. Her kit allows her to support her carry with her cleanses and shields, as good teamwork allows lane partners to make good use of the kit such as maximizing the amount of health received by her shield. Cleansing Oasis can be used in several scenarios between hard crowd control and stacking debuffs that deal damage, but it's important to keep the spell handy for the right situations. Not to mention when Cleansing Oasis is paired with Scorching Squall, O'api can hard engage by applying a strong slow onto the opponent.

As a jungler, O'api can clear through the jungle camps with Scorching Squall since she can utilize the full duration of the damage on camps. With proper timing and control of O'api's Illusionary Guardians she can provide herself sustain in the jungle, and Cleansing Oasis gives an easy escape to early invades. Her ganks are oriented more towards providing soft crowd control and giving quick cleanses to her laners in tight situations.

Both when laning or ganking O'api can take advantage of her passive if she is low health and grant her allies health in between battles.

Teamfights

As the Divinity of the Oasis, O'api provides several methods to gaining a lead in teamfights through aiding the team during the combat. Be it chasing or escaping, O'api's Cleansing Oasis allows her to deal and area of effect slow to enemy champions that are fleeing or chasing as well as aid allies who are debuffed or crowd controlled. Searing Squall allows for passive damage and excellent repositioning with her Cleansing Oasis and to put down Tides of the Desert in order to lock up her foe. The versatility of her spells are dependent on how the team wants to utilize it, as benefits are drawn through good decision making and understanding of the full extent of the kit one wishes to draw.

In the case of the Tides of the Desert, it's important to know if O'api is present and still has Cleansing Oasis up to draw the maximum benefit from the ultimate spell. By allowing themselves to be snared, allies can easily elongate the defensive stats from the spell and benefit from the instant cleansing speed up.

Be it toggling on her cleanse or putting down her ultimate, the strength of O'api's kit is dependent on good leadership and decisions.

Struggles and Synergy

O'api lanes well with most to all marksmen due to the versatility of the kit allowing more room for mistakes. However she does suffer from lack of hard immediate crowd control and must commit to being near a crowd controlled champion to rescue them.

O'api struggles against champions with forms of immediate crowd control that dont last, such as Orianna, Blitzcrank, or Riven.

Cleansing Oasis allows O'api to removes long lasting crowd control or debuffs such as Zed's Deathmark, Morgana's Dark Binding, or Kalista's Rend. It should be noted that Cleansing Oasis' long cooldown allows room to outplay her.

Quotes

Selection

"We will face the Darkness."

When moving

"I cannot look back." "There's no time to mourn." "We must be patient to guarantee victory." "I will no longer allow fear to dictate." "Icathia may have fallen, but they live through me.

When using Cleansing Oasis

"Let the waters wash your worries." "I will heal your ailments." "There's nothing to fear." "Walk forward." "No one will be left behind."

When purchasing Eye of the Oasis

"I will always look past the deserts."

When purchasing Talisman of Ascension

"I think I have enough shuriman symbols."

Taunts

"I will never allow you to bring Darkness to Valoran." (Malzahar) "I must thank you for awakening me, so I can defeat the Void once and for all." (Malzahar) "Your beliefs are twisted beyond imagine, I must end it." (Malzahar) "Creatures of Darkness, you will not succeed."(Void Champion) "I promised my people to bring an end to your kind, and I intend to keep it." (Void Champion) "My ancestors defeated the Darkness once, it wont be difficult to do so again." (Void Champion) "Dark, inhumane, corrupt. All you creatures of Darkness are the same." (Void Champions) "You share a sentiment of innocence, perhaps you aren't like the others." (Kog'mah) "For a creature of darkness you're rather... cute."(Kog'mah) "I can never forgive what you monsters had done to my city." (Rek'sai) "You lead the destruction of Icathia, and so I will lead your demise." (Rek'sai) "Centuries have passed and you are all the same, vile and violent." (Rek'sai) "For Shurima? Where were you when Icathia needed you?!" (Azir) "The only thing you've ascended is your ego." (Azir) "When your people needed you most, you failed them." (Azir) "There's more to Shurima than empires and sand castles." (Azir) "You are far from the greatest emperor." (Azir) "You look like someone I know, oh I'm sorry it's your clothes." (Diana) "How was the spring?" (Sivir) "Do not be fooled by Azir, he is failure of an emperor." (Sivir) "I presume I wasn't the only one Azir failed." (Renekton) "Who drove you mad, the chicken or the torch?" (Renekton) "Is... that what your ascension did to you?" (Xerath) (1) "I hope you kept the reciept." (Xerath) (2) "I see you've been spending these years well... whacking things." (Nasus) "So where's the ball?" (Nasus) "That's a nice uhh... stick you've got there." (Nasus)

When O'api cleanses Nether Grasp

"Not this time." "You cannot hold me down." "I will not be stopped." "You should consider a mint." (1/10 chance)

14 Comments

Xpecial Delivery5 votes

Hey man,

I REALLY LIKE YOUR CHAMP CONCEPT!

I am currently in class, so I don't have much time XD

I do have a few suggestions tho, will be adding more later.

For the passive, I would suggest the following: -Give it an AP or health scaling or smthng: don't just make it scale with level.

  • I am not really sure if I misread it, but it looks like the heal is instant, is that what you wanted? Personally, I think that a heal over time (something like fiora ult) is more suitable
  • Give the ult a cooldown. Just to make it a bit balanced. Nothing too much like Anivia's ult, but something down the lines of 90 seconds (could decrease with level).

That's it for now. Hopefully (if I don't forget), i'll be giving feedback on the rest of the kit. Again, a WONDERFUL concept. Please let me know what you think of my suggestions.

Good job mate

[slayer-pantheon-thumbs]

Xpecial Delivery2 votes

Hey, so I am going to look at your Q too.

A few suggestions:

  • Just like the W, I think that you should make this ability cast-able on allied champions as well. This is because, from what I see at least, this champ is kind of like a ranged, squishy support (karma or soraka) and this ability requires you to be in direct contact with enemies. Hence, enabling it to be cast on allied (e.g. tank frontline) would be good.
  • The damage on the first part is too much for an Immolate-like effect, whilst the damage for the second part is too small for a skill-shot. Id recommend just switching the numbers -Right now, this ability is kind of loaded (speed up, damage over time, skill shot damage AND slow). Personally, i'd remove the slow part just to balance this out and just because she already has plenty cc in her kit.
  • Lastly, instead of making the skill shot part aim towards where the champ is facing, making it fire in the cursor's direction, just so that it is easier to manage. Making it fire in the way the champ is facing is kind of tricky to manage.

Again, that's it for now. Please tell me what you think :)

Sorry if I come out as kinda hard. My only intention is to help you Teemo

CYA

Kled Bot1 votes

Of course, thanks for the comment I really do appreciate it. I'd like to get as much feedback on her as possible!

P) In response to the concern for her passive. I'm not entirely sure if I should be scaling it by health or AP. The basis is that it's similar to Zyra's passive in the sense that it is unaffected by any stats other than level, because it can affect the whole team. And later on I'd rather not have the focus of O'api be that she should die mid-teamfight for a strong heal, as much as it be a convenient bonus. Honestly the passive may be subject to change overall. I do like the idea of healing over time though.

Q) I'm not in entire agreement this should be cast-able onto allied champions, as that market's a bit clumped up with champions like Karma, Zilean, Lulu, you get the idea. Not to mention her E under the right circumstances can apply a movement speed buff. The major focus of the Q is to allow for sub-par poke and to all in when necessary. However I agree I've been uncomfortable with the damage scaling of the Melee and Ranged ability, I think I'll swap them up. Also there's no slow on her Q as I recall, I didn't want any CC on her Q or W anyways since I know E and R are loaded up with that CC.

Also that's an excellent point, I can only imagine the burning fury of the Marksmen when the Q flies off into the CS by mistake whoops.

R)The ultimate does have a cooldown, I've been considering adjusting it upwards though. It's sitting at 130/100/70. I've been feeling like I should scale it to 120/100/80.

I'll be updating it right now. Thank you for your words, please tell me if you have any other concerns! (Also it'd be great if you could ask friends/acquaintances to help me balance her out!)

Chocolatsel3 votes

Oh damn, she's a pretty nice champion! I love the idea of a champion who can provide the cleanse effect!

Earthlord Jazz2 votes

I love the concept, great job!

Would it be possible to allow Well of Life (passive) to proc when your health is lowered below 15%?

Simply put, myself (and I think a large part of the community as well) dislike death passives because you are denied access to your passive mechanic if you perform well. I feel like Well of Life is EXTREMELY thematic to O'api and would hope to see if used more often even when playing a perfect game with her.

I feel like this change wouldn't push her over the edge, the effect still limits the movement of allies that want to benefit from this effect (alongside yourself now). It's still different from Volibear's passive, but you could even give it a larger cooldown as it seems more powerful (say 120 seconds).

Would this be possible?

Kled Bot1 votes

I think that is a much better take on the passive! Honestly thank you for the suggestion, I've been struggling with getting that passive to be more prominent. Honestly I don't really like 'Death Passives' myself, especially as a Zyra main.

The only Issue I'll have is the control factor of her passive, honest question to anyone reading this.

For now I'll let it proc automatically like LeBlanc's Mirror Image passive, but if a more controlled method of dropping Well of Life can be introduced I'd love to hear it. I'll look up some cooldown timers with other champions and their passives. As having what is basically a delayed Summoner Heal could be a bit troublesome honestly!

I look forward to more comments, and thank you for you response!

Xpecial Delivery2 votes

Hey man, me again :)

I like this idea, props to Earthlord Jazz for coming up with it. If I may, I have a suggestion about how the ability can activate.

My idea is that this ability activates when O'api's health falls bellow a certain threshold (something like 20%, not TOO low but not too high)

Instead of automatically activating tho, I think this is what is supposed to happen:

  • A well thing spawns next to O'api as soon as she drops below that % of health
  • To actually activate the healing, the O'api player must click on the well (something similar to Thresh's Lantern)
  • If the player does not press the well after a set number of seconds (e.g 7 or smthn), the well disappears and the ability goes on a shorter Coolown (like 20 sec)
  • If the player clicks the well, then the healing activates and the passice goes on normal cooldown (something between 120 and 100 should be about right).
  • EXTRA: O'api could retain the ability to activate the well even after she dies. This might be a bit op, so think about it

This way, this ability becomes VERYYYY UNIQUE. Especially the fact that you can choose when to use it or not. The main reason I want it to be the player's choice is if the player gets like caught out in a 2v1 situation and is going to die anyways, losing that long CD for nothing would be counterintuitive.

The 'being able to cast it after death' part is to kind of deal with the burst mages and assasins (lb, zed, talon, fizz e.t.c) who can kill you in 1.6 seconds.

Of course, you still have to be within a certain range (id say slightly bigger than thresh lantern) to activate it, but I think these changes will make the passive extremely unique.

Please tell me what you think :)

HOPE THIS HELPS Heimerdinger

CEEEEYAAAAAAAAAAA

Kled Bot1 votes

I definitely would like to up the requirement for well of life activating to 25%-30% so that it can be played more frequently for its long cooldown. As much as the idea of having the well be something that O'api can sort of interact with similar to a lantern, I'm not sure I agree with the methodology. Especially since if it keeps popping up like that, it would feel annoying over time. And sometimes misclicks can occur.

If I were to make the passive controllable, I feel like I'd either layer it with her E. So when she turns on the E she has the passive surround her instead, and she can turn off the E to prevent wasting mana. This would make the passive mobile.

Or have it interact with her R, so that pre-6 she can cast R to drop the oasis without the sandstorm. And post-6 it would encourage teammates to use the desert buff by being placed dead center of it

Or use fallen turrets or wards as mediums to cast the oasis on. To give a versatile spot for her to place a healing well.

These ideas would probably suit the control of her healing better I feel. Thank you still though!

Edit: I chose to interact the Passive with Cleansing Oasis as to make it so it can mix well with the cleanse. Or punish players who aren't using the Cleansing Oasis for its effect at the time and put it on full cooldown. That way when one just wants to use Well of Life, they have to effectively understand Cleansing Oasis will not be available for a bit.

hephautus1 votes

It would be impossible to play her anywhere but support

Kled Bot1 votes

Actually she'd just struggle with laning alone. She's capable of jungling just fine with her Q and W enacting as camp clearing and sustain respectively. The type of ganks she'd provide would be more CC-oriented ones rather than dealing damage, and in that respect I can agree her ganks wouldn't necessarily be the strongest. Her ganks are more reliant on aiding the laners with her skillset and being able to clear her jungle effectively (and safely!), an example would be to gank mid who's shoved up. Use Q to speed yourself up and turn on your E to deal a slow onto the laner you're ganking. Then drop her ultimate in the way of the escape path. Or counter gank effecitvely using Q to speed yourself up again, and W and E to help the laner with a shield and cleanse. And use R to grant armor/slows.

And regarding the jungle clear, she has a bit of struggle with invades, but overall once she hits three she can honestly just turn on Q, W, and E. Slow the invader, remove any CC and speed out of dangerous situations. Due to the versatility of the cleanse, unless its a sudden stun or a knockback it's hard to pin down O'api in the jungle.

Longrod Von Dong1 votes

A cleansing effect does sound unique! 5/5!

decaydance551 votes

I think this is a great addition to the league roster; after all, most support champions can provide an item active, Bard has Zhonya's, Zilean has GA, Sona and Karma essentially have a locket of solari. But so far no champion can provide the cleansing effect from QSS. O'api would certainly be an amazing addition, she could also bring in a better insight of Icathia (Its barely mentioned what it looked like beforehand after all) plus we don't HAVE a shuriman support!

Gray15951 votes

We need a champion who can help with CC, period.

THIS is what we need Riot, come on, more unique champions!

DesolationKaizer1 votes

This concept is pretty cool for a support. Suprised that we still don't have a support capable of cleansing an ally of crowd control or debuffs, aside from that one support item.

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